GENERAL DESCRIPTION
Game play in this operational challenge is based on a simultaneous two-weeks or monthly turn: players issue orders to their units during the order phase; then during the subsequent collision phase, the orders of both sides are executed simultaneously, on a daily basis until the turn duration has elapsed. This is known as a WEGO system.
Movement. Units move using their movement type and capacity. Movement is affected by various factors such as weather, types of units moving, terrain, presence of generals, development and transportation network (i.e. railroad) level of the region, moving through friendly or enemy territory, and whether the unit has been ordered to force march. In addition, unit movement attempts are checked for the initiative level of their leaders; a unit that fails its check usually stays idle. Advanced movement types such are rail, river and sea transport (for supply) are available to the player, thanks to a pool of transport points.
Weather at the Strategic Level. Weather conditions are simulated on the main map. Winter in particular is represented by a drastic change in the map look (as this was really the dreaded season in those years). Weather affects movement, attrition and combat deeply.
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Attrition and Supply. Players must supply their units either through foraging or by building and maintaining supply lines, depots and wagons. Supply lines and depots are expensive to build and must be defended (or they will be captured or pillaged) and thus players must plan their deployment very judiciously.
Operational and Tactical Fog of War. The map also uses fog-of-war so that players cannot see too deeply into foreign controlled regions. And in areas hostile to you, you won't spot irregular forces unless you have similar units nearby. Mobile units, such as cavalry can bypass more static forces and raid the rear areas, capturing precious supply, equipments and rifles.
Henry Arthur McArdle, Lee at the Wilderness
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Unit Orders. A vast array of special orders is at the disposal of the player, if he needs to define more precise actions. Units can then be ordered to intercept, assault, Ambush, Entrench, split, combine, counter-move or force march. Naval units can pursue, bombard or intercept. Units can also choose an offensive or defensive stand, which impacts strongly on battle results. Units may board on ships and river transports, and disembark from same. A new feature allows creating or disbanding divisions, corps and armies, to better represent the organizational and command chain advantages or liabilities of the era. Finally, orders to build supply lines and depots, or destroy them, can be issued.
Unit Organization and Chain of Command. Units can be organized into brigades, divisions, corps and armies. This will depend on the nation’s military structure, as well as the presence (or absence) of a leader of appropriate rank. Armies give combat and march bonus as well as some of the abilities of the overall commander (hence the interest of having a competent general at the head of key armies).
Player will have to promote the right leader at the right place, paying a political cost if more senior leaders are relegated without command. With only a few but well integrated and explained constraints, this optional rule will let players experience how generals like McClellan influenced the outcome of the war. |
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Cities and Forts. Most regions contain a city which can also be a port. Cities can store supply if they are linked to friendly depots, and provide much needed conscripts, war supplies and ammunition. Victory in the game comes with the capture and continuous control of the key objective cities of the scenario in play or the defeat of the enemy’s armies before milestones like the 1864 Election or the historical end date.
Pre-war forts are also present and play a key role in the blockade of Southern ports. The Union will have to neutralize or capture them, if he wants to see the CSA under blockade.
 
Siege Warfare. Military units outside of a city garrisoned by enemy units automatically besiege the city if they began the turn located in the enemy controlled region. Armies can either besiege or assault the city. Assaults are extremely costly in terms of casualties, and sometimes provide speedy results. Sieges may drag for ages, especially that of port cities or key forts which are much harder to capture unless they are also blockaded by naval units hostile to the port city. Earthworks can be built by units, and engineers can help create strong defensive positions for heavy and coastal artilleries.
Naval Combat. Ship combat incorporates the technological innovations of steam power and ironclad protection, along with more traditional factors (ship quality, crew and leadership). Combat peculiarities in coastal areas and on the major rivers are included. Dominance of the sea and major waterways allows for faster and easier strategic redeployment of forces in a theater where land movement is painfully slow and harmful. Ships may also bombard during amphibious assaults and attack in ports.

Xanthus Russell Smith, The Monitor and the Merrimack
Filters. A large set of game filters is accessible easily via the TAB key, allowing the player to see all the information he needs without leaving the map, such as political influence, territorial control, fog of war, strategic cities and objectives, supply lines, weather, etc...
Reports. Several report windows are available so that the player can inspect everything from the details of the previous turns to the list of his units, the political status in effect or the balance of victory.
Historical Events. There are special historical events throughout the various scenarios offered by the game. They cover things as varied as local uprising, foreign intervention, grand and petty diplomacy, acts of war, fate, luck and usually a wide range of random events that made it to the history books. With a unique set of options, players will be able to play the game they want, from a strictly historical play to very open “what if” situations, such as the British siding with the Confederates, or Napoleon III lending a hand from nearby Mexico.
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